OMG: Opacity Matters in Material Modeling with Gaussian Splatting

Fuente: arXiv
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Autori principali: Yong, Silong, Manivannan, Venkata Nagarjun Pudureddiyur, Kerbl, Bernhard, Wan, Zifu, Stepputtis, Simon, Sycara, Katia, Xie, Yaqi
Natura: Preprint
Pubblicazione: 2025
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author Yong, Silong
Manivannan, Venkata Nagarjun Pudureddiyur
Kerbl, Bernhard
Wan, Zifu
Stepputtis, Simon
Sycara, Katia
Xie, Yaqi
author_facet Yong, Silong
Manivannan, Venkata Nagarjun Pudureddiyur
Kerbl, Bernhard
Wan, Zifu
Stepputtis, Simon
Sycara, Katia
Xie, Yaqi
contents Decomposing geometry, materials and lighting from a set of images, namely inverse rendering, has been a long-standing problem in computer vision and graphics. Recent advances in neural rendering enable photo-realistic and plausible inverse rendering results. The emergence of 3D Gaussian Splatting has boosted it to the next level by showing real-time rendering potentials. An intuitive finding is that the models used for inverse rendering do not take into account the dependency of opacity w.r.t. material properties, namely cross section, as suggested by optics. Therefore, we develop a novel approach that adds this dependency to the modeling itself. Inspired by radiative transfer, we augment the opacity term by introducing a neural network that takes as input material properties to provide modeling of cross section and a physically correct activation function. The gradients for material properties are therefore not only from color but also from opacity, facilitating a constraint for their optimization. Therefore, the proposed method incorporates more accurate physical properties compared to previous works. We implement our method into 3 different baselines that use Gaussian Splatting for inverse rendering and achieve significant improvements universally in terms of novel view synthesis and material modeling.
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id arxiv_https___arxiv_org_abs_2502_10988
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle OMG: Opacity Matters in Material Modeling with Gaussian Splatting
Yong, Silong
Manivannan, Venkata Nagarjun Pudureddiyur
Kerbl, Bernhard
Wan, Zifu
Stepputtis, Simon
Sycara, Katia
Xie, Yaqi
Computer Vision and Pattern Recognition
Decomposing geometry, materials and lighting from a set of images, namely inverse rendering, has been a long-standing problem in computer vision and graphics. Recent advances in neural rendering enable photo-realistic and plausible inverse rendering results. The emergence of 3D Gaussian Splatting has boosted it to the next level by showing real-time rendering potentials. An intuitive finding is that the models used for inverse rendering do not take into account the dependency of opacity w.r.t. material properties, namely cross section, as suggested by optics. Therefore, we develop a novel approach that adds this dependency to the modeling itself. Inspired by radiative transfer, we augment the opacity term by introducing a neural network that takes as input material properties to provide modeling of cross section and a physically correct activation function. The gradients for material properties are therefore not only from color but also from opacity, facilitating a constraint for their optimization. Therefore, the proposed method incorporates more accurate physical properties compared to previous works. We implement our method into 3 different baselines that use Gaussian Splatting for inverse rendering and achieve significant improvements universally in terms of novel view synthesis and material modeling.
title OMG: Opacity Matters in Material Modeling with Gaussian Splatting
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2502.10988